Guns of Icarus Online

1.3 Release Notes!
Content
- New ship, the Mobula - an more advanced attack ship with 5 front facing gun and no guns on side or back. Good vertical movement, difficult to repair.
- New gun, the Phobos Light Mine Launcher - For more, read on to the Mine Launcher FAQ!
- New costume bundles on sale, with some costumes discounted and/or converted to multi-class
- Expanded beginning Gunner tutorial
- New progression achievements (level cap is now 15)
- Updated in-game manual

Features
- Added crew formation: ability to assemble a group of up to 4 ship crews before entering a match. Crews can be added from friend list or party. For more, check out the Party and Crew Formation FAQ below!
- Added parties: invite players to your party, then invite your whole party to a match or crew formation lobby. For more, check out the Party and Crew Formation FAQ below!
- Options screen now available from header
- Matches now have their own chat channels
- Chat in the lobby split between “Global” and “Match” tabs
- Chat window now has 2 sizes - short and tall - switchable at the press of a button
- New camera shake when explosions hit the ship, when you collide into other objects, when the ship accelerates, when the ship hits max speed, and when turning at high speeds.
- Redesigned in-game store
- Combined “Look” and “Role” screens into new “Character” screen, with ability to zoom in and out on your character preview.
- Redesigned Social page with player profiles, recent crew list, and account management tools
- Added player profiles with public stats, badges, and recent achievements
- Added character rename feature, with up to 2 free renames
- Added clan tags
- Added badge inventory system

Gameplay

GUNS
- NEW WEAPON! Phobos Light Mine Launcher. A strange addition to airship arsenals, this found-technology shoots a proximity mine that will deploy a balloon after once it reaches its arming time (3s). Each gun can only maintain 5 concurrent mines at a time, if any additional mines are placed then the first laid will explode! Airship mechanics still don’t understand why but they do know it deals 125 direct piercing dmg and 100 impact dmg in a 60m radius for devastating AoE! Mines can chain detonate so watch out. You can shoot both the mine and its balloon for interesting effects.
- Gatling Gun: 3.5 degree jitter (from 3), 5s reload time (from 4.25s)
- Mortar: 50 degree yaw speed (from 30), AoE 8m radius (from 6)
- Flare Gun: Fixed bad damage and ignite values. 10 fire direct dmg with 100% chance to apply 10 fire charges.

- Scaled mouse sensitivity on Linux to match other OSes
- Fixed a cause of “ghost ships” being left behind on ship death
- Fixed a bug with the way ship angular velocity was inherited by projectiles
- Fixed a bug where ships used different mass values for damage/momentum calculations and for engine acceleration (caused several peculiar situations)
- Fixed a bug with ship collision bounds that could cause ships (esp. the Spire) to get stuck inside other objects
- Made ship collision resolution smoother and more predictable
- Allied ships now always appear on your map, regardless of visibility
- Fixed ship positioning on minimap.
- Fixed a bug with spotting indicators that caused them to scale strangely from some angles
- Fixed several pilot skill effects not being applied correctly (modifications to thrust, damage received, chance of fires)
- Server: Fixed server “hiccups” caused by users joining a game midway through
- Fixed display issue with disabling joystick (thank you Chris Wilson)
- No longer able to unlock an already owned item in Prizes
- Fixed issue with items in store not appearing correctly
- Use Steam’s common redistributables for directx install
- Fixed disappearing wrench sound

- Added support for most character sets in chat, including Cyrillic alphabet
- Added AI name tags with class indicator
- Announce part destructions and kills from the Tar Barrel skill (as with ramming, destructions are credited to the player on the helm)

- Rebalanced rebuild game so that engines are slightly easier to repair than before.

Fixes and Optimization

- Fixed excessive lens distortion on high-zoom scoped weapons (e.g. Mercury)
- Fixed gun rotation bug that led to shots not going where expected when the gun was rotated partially in both axes
- Enabled new packet CRC functionality; this should fix router-specific disconnection errors (WRT54G and others)

- Made a number of server fixes to improve performance and reduce/eliminate slow-time:
-- Eliminated the (completely pointless) physics cost for spectators
-- Improved physics performance in general
-- AI crewmembers raycast for line-of-sight less frequently
-- Improved networking performance; in particular, the amount of load per-user-per-object has been reduced.

- Fixed a number of bugs related to asset loading
- Fixed a bug where map name would not update after a vote
- Fixed a number of Explicit AFK bugs, particularly related to respawn

Fixes and Optimization
- Fixed a small difference in vertical positioning of gun interaction boxes between client and server (previously you could get kicked off the gun unexpectedly in edge cases)
- Projectiles that detonate due to damage no longer cause friendly fire.
- Spectators: Opening the menu in spectator mode no longer resets your position
- Spectators: Fixed interest management issue that could cause guns or engines to disappear from ships near the edge of the map or in cloud cover.
- Optimized most level and ship assets to reduce vert count, texture size, and draw count where possible. Should improve frame rate, particularly on low-end machines.

Community
- Revamped forum is going live! The new expanded forum uses a more traditional layout and is connected directly to your in-game account.
-- Log in using the email address and password you used to register with the game
-- Modify your email address, password, and newsletter preferences from the “Game Account” tab
-- New International forums added with French-, German-, Japanese-, and Russian-language boards and wikis

Features
- First release on Linux! (Awaiting Steam for store integration to go live)
-- Known issues: black patches on some ships at some angles, antialiasing does not yet work
-- this build, while stable, is primarily intended to collect feedback from the community

- Added automatic AFK detection: kicks players from a match after 2 minutes with no input
- Added a “Go AFK” button in Options that allows you to temporarily replace yourself with an AI and resume later. (Will still be removed after 5 inactive minutes)
- Added effects to indicate buffed and fireproofed components
- Added hotkeys in Sandbox map (Practice) to toggle AI on/off, damage your ship, and light your ship on fire
-- You may need to manually bind these keys in the Options menu, or reset your bindings to default to get their default bindings (this is a known bug with our keybinding system)
- Tutorial text is much more detailed and context-sensitive, including explanation of various tools
- Gun tooltip UI in ship customization changed to a more graphical design for clarity
- Guns now gradually lose functionality as they are damaged (like engines and the balloon)
-- Time between shots and time to reload increases linearly with damage, up to 150% normal
-- Rotation speed decreases linearly with damage

Map Changes
- New spawn logic to combat “spawn camping.” Please report any issues with screenshots of the map screen and the map you were playing to feedback@musegames.com- Adjusted spawn points to support new logic
- Reduced “Scrap on the Dunes” point limit to 800

Content
- New “Raid on the Refinery” Crazy King map
- “Zale’s Handbook,” new in-game player manual
- New accessories and “Steampipe” and “The Warrior” costumes in-store

Features
- New “Crazy King” game mode, point capture with a moving point
- Steam Achievements integrated
- Map Vote - vote for your next match after each battle
- Level Weather: new effects for rain and frost
- Level Weather: wind and moving storms
- Indication of blocked players
- Add Back to Main Menu button in Loading Screen while waiting for connection

Map Changes
- King of the Flayed Hills is now Crazy King
- moving sandstorms added to Scrap on the Dunes

Player
- Collector’s Edition costume pack has been expanded to include 6 costumes, one Ladies’ and one Gents’ for each class. Anyone who already has the CE or 4-pack will retroactively have the additional costumes automatically unlocked. If you have the CE and and have already purchased one of these new additions, then we'll give you your choice of another item of equal value. Just email us at feedback@musegames.com and let us know which item you’d like!
- The Facebook Like and Steam recommendation drive is still happening! Like us now or write a recommendation on Steam for a chance to win goodies.

Hey everybody! We’re doing a drive to reach 10,000 Facebook Likes and 2,000 Steam recommendations. We’d love your support in sharing Guns of Icarus with your friends and letting everyone know what you like about Guns of Icarus on Steam, and we’re not above bribing you!

Every time we hit a 1,000 Like milestone on Facebook we’ll give out a free costume to 10 random players, and every time we hit a 100 recommendation milestone on Steam we’ll give out 10 goggles or hair.

We’re really close to 7,000 Likes and that means we're really close to giving out 10 costumes to our players. Currently we’re at 1,113 Steam recommendations so if we get 87 more we’ll give out 10 goggles and hair.

When we hit our goal of 10,000 likes, one lucky person who has Liked our page since we started this event will receive 8 copies of the game to share with friends so they can be an admiral of their own fleet! If you've already Liked our page, invite your friends to Like Guns of Icarus Online and they might win a copy to share with you!

The sale is over and we’d like to thank everyone for supporting Guns of Icarus. Fun fact there are now 248 players sporting a top hat.

We also patched to squash a bug and fix the Lumberjack. There was a crash at start up bug that some players ran into that has been fixed.

To maintain the Hellhound Heavy Twin Carronade’s effective at destroying balloons at close range, we’ve implemented something called arming time that has been added to the Lumberjack. The Lumberjack will only deal its direct hit damage (shatter) if it hits something before its arming time is reached. Once arming time has been reached, it will deal both is direct hit and AoE (flechette) damages and thus deal massive damage to the balloon.

Now for some math...

Since the Lumberjack has a 1.2s Arming Time and Projectile travel at 250m/s you get a 300m Arming Range. Within that 1.2s, or below 300m, the Lumberjack only deals its direct hit damage making it ineffective against balloons. Outside of the 300m arming range, the Lumberjack will deal its full potential of damage, both direct hit and AoE.

Arming Time will always be 1.2s on Lumberjack so if you use any projectile speed modifying ammunition, make sure you take that into account.